?Added support for horizontal 'belt' reels which may be needed for future AWP titles. To invoke, add an attribute "beltreel" to the reel element in the layout, and set it to 1. [J. Wallace][James Wallace]2014-04-02 22:02:31

?MESS: Attempt to partially rewrite AAKART, and added 4bpp video mode for Acorn Archimedes. It now boots at prompt screen, and actually even boots into splash screen and dies almost soon with an error if you provide a properly initialized NVRAM. [Angelo Salese][angelosa]2014-04-02 04:44:12

?Fixed a long standing bug in tempest by specifying quantum perfect emulation. All save states should be removed since they may contain a corrupted game state. [Couriersud][couriers]2014-04-01 00:35:41

Additional notes:
Actually, the routine at AE1C is called after high score entry resp. after the high score screen was displayed. It has something like
lda 60ca ldy 60ca
and expects the high nibble of "A" to match the low level of "Y", i.e. that 4 shifts occur.

- remove a bunch of s23 prefixes/suffixes useless since the OOification - rename p3d to c435 - unify c435 dma and pio - identify the generic set state command - implement the interrupt set state subcommand - fix the endianness of the controls port (controls still don't work though) - various whatevers [O. Galibert]

?4enlinea: Hooked a status handler for the HCGA controller.[robertof]2014-03-28 20:29:11

(for now, simulating the state). Improved the memory map fixing the RAM amount and offset, and added the correct offset for the HCGA status. Also hooked 2 debug handlers on ports e000-e001 that spit some random graphics after 30 seconds of the game execution (clue to figure out). [Roberto Fresca]

?brought back the full vertical size of the screen for SMS games,[Fabio Priuli]2014-03-25 19:27:43

by using custom code to copy from the SMS VDP bitmap... I could use some help from people with a better knowledge of the 315-5124, to e.g. understand if the problem is in the raw screen parameters, in the VDP or anywhere else. nw.

* Added SIMUL_SIMD flag for easy finding of bugs in SIMD opcodes * Fixed SIMD versions of SSV, SLV, SDV, STV, VSUB, VADDC, VSUBC, and VGE * Removed SIMD optimizations from VMACF, VMADL, VMADN, as they were provided by the CEN64 author but do not appear to have the same results as MESS's scalar implementations, and so are not trustworthy

that they can more easily be run alongside each other for the purposes of regression testing. Currently SIMD ops introduce some lighting issues, but only when a light and model are axis-aligned, which makes it remarkably difficult to track down based solely on comprehensive logging, so this will eventually allow for running the scalar version of the opcode after the SIMD one in order to deduce exactly which SIMD opcode is divergent.

?netlist: Nice performance increase by removing logic terminals from net if they are inactive. Introduced a linked-list class to abstract linked-lists. Fixed deactivating devices. You have to enable this because it is not guaranteed to be timing-exact. [Couriersud][couriers]2014-03-23 17:52:07

?render.c: clean out dead, broken code accidentally revived by palette rewrite. Allocate brightness/contrast/gamma-adjusted palettes on first use, since we can't allocate them at startup anymore due to init order issues [Alex Jackson][alexjack]2014-03-21 07:14:18

?make the TMS34010 a bit safer when 8-bit writes are used (Megaphoenix does this..) I suspect skeetsht will need more improvements along these lines because it's hooked up to an 8-bit CPU?[dhaywood]2014-03-18 16:02:26

This at least means we don't have to overclock the 68k by a silly amount on on megaphx, and fixes round 4, although it doesn't fix all the graphic corruption, of note round 6.

→ NOWSZY [Multi]DevMAME 0.152.x SVN28648

?offtwall.c: Corrected the rom names and locations of the upright version of Atari’s Off the Wall and also added a dump of one of the GAL’s (a GAL16V8A-25LP) on the boardset which was the only one without the security fuse blown. [Kevin Eshbach][tafoid]2014-03-17 18:22:56

Out of whatsnew:
NOT a hack! Actual rom dumped from 2 different boards. Also changed the clocks for kothello to actual measured clocks as per PCB readme in driver.
New Clone Added -------------------------------- Shanghai (World) [Brian Troha, The Dumping Union]

Billard List [system11]
(not all ROMs were dumped from the board, I've marked the ones that weren't sa BAD_DUMP until they're verified.)
also modified the clocks based on his measurements, it's stupidly slow now, but that's how the PCB is according to what has been said.

note, needed to add PALETTE_FORMAT_XBRG for this game, also READ16_MEMBER(palette_device::read) IS necessary here because the ram is installed on every other word AM_DEVREADWRITE16("palette", palette_device, read, write, 0x0000ffff) AM_SHARE("palette") and without the 'read' handler the wrong data gets read back for the RAM checks.

?CPS1.c: Willow, Strider and Ghouls and Ghosts have some changed factory setting defaults as stated from manual. Also noted differences in bonus live coverage where applicable. [Tafoid][tafoid]2014-03-05 21:03:01

?Fix ambiguous and confusing use of "entry" in palette device member names[alexjack]2014-03-02 03:59:24

related to indirection. Array m_indirect_entry is now m_indirect_pens. Getter indirect_entries() now returns the number of indirect colors, which is more useful than the number of indirect pens (the latter is always either zero or equal to the palette size, depending on whether indirection is being used at all)
Fixed debug assert: rgb_t isn't POD according to GCC 4.8, so we can't use resize_and_clear. Use append() instead to dynamically expand m_indirect_colors. This change also ensures that indirect_entries() returns the actual number of indirect colors, not rounded up to the next multiple of 256.
Thanks to these changes, the OSD palette viewer now displays the indirect colors correctly once again.
Added MCFG_PALETTE_INDIRECT_ENTRIES to all games using indirection in seta.c. This change should fix all color regressions in that driver.

When this is done, the indirection tables are saved in save states and pre-initialized. At the moment it is not a requirement to do so, but will provide closer to previous behaviors for games that need it.

- this actually uses a tms34010 for the video (I wish I was joking..) It became quite clear after noticing similarities with MegaPhoenix tho, unfortunately it doesn't work properly when I hook it up (the sprites are displayed, but the backgrounds aren't) so I've left it as a conditional compile option for now.

looks like MegaPhoenix needs better handling of some flags rather than rand(), overclocking the 68k by stupid amounts allows all the graphics to copy, needs more investigation.
I have however hooked up the rest of the player controls based on test mode.. It looks like the other port is multiplexed somehow, or is some kind of serial port.
still don't really know where most of roms6/7 map, even after playing through a few rounds..

x2222 (prototype) [David Haywood, se yong Jang]
this is kind of interesting, it's like G-stream hardware, but with raw 16bpp RGB graphics instead of 8-bit indexed.
We lack a sound ROM, I'm assuming it should be an OKI like G-Stream, although I'm not 100% certain.
The program rom we use doesn't match the sprite rom we use, it's an earlier revision. This causes the boss graphics to be corrupt.
The code we're using is for a 5 level prototype version. We have raw .hye files for both the version we run, and a later version that might match the graphics, but we haven't managed to figure out how to convert a .hye to a .bin.
Ideally we need 1) a .bin that is correct for the graphic roms we use (or a way to convert the .hye we have) 2) graphic roms that are correct for the 'older.bin' we use. 3) the sound rom(s)

?started looking at some of the orphaned ROMdefs the clang fixes turned up. I think one or two are genuine mistakes but still need to see if I have the files before I add the missing lines.[dhaywood]2014-02-23 21:16:49

also split multfish into .c files and header, moving details of the sets where we only have reference info but there are no known dumps to a different file to avoid confusion. (nw)

Created a dedicated machine driver and decode properly the first graphics bank, since graphics are encoded/packed in a different way. This game has the main rate fixed to 40%, and coins A+B fixed with 100 credits by pulse (maybe used as remote credits inputs).
New games added or promoted from NOT_WORKING status --------------------------------------------------- Gold Fruit [Roberto Fresca, ANY]

- Added a default clean NVRAM. - Found and implemented the credits input. The game is now working!. Still no sound.
New games added or promoted from NOT_WORKING status --------------------------------------------------- Jubilee Double-Up Poker [Roberto Fresca]

?created srcemubusrs232 & srcemubusmidi directories and separated rs232 and midi devices, changed h89 to use an rs232 port to communicate with the serial terminal to instead of connecting it directly. [smf][smf]2014-02-15 02:29:27

?Netlist can now be included as sub-circuits. That's the same approach SPICE uses. [couriers]2014-02-13 01:28:18

The implementation also supports nesting. Opamp emulation now is as easy as
/* Opamp wired as impedance changer */ SUBMODEL(op, opamp)
NET_C(op.GND, GND) NET_C(op.PLUS, clk) NET_C(op.MINUS, op.OUT)
The missing bit now is a central submodel repository. I'll start a discussion soon on the list.
nl_examples/opamp.c is an example of a impedance changer stage followed by a 1:2 amplifier stage. System size (= number of voltage levels to be calculated) is between 20 - 30. Using a simple, yet better opamp model than usually implemented in the old discrete core, I get
./nltool -f nl_examples/opamp.c -t 30 startup time ==> 0.002 runnning ... 30.000000 seconds emulation took 0.438599 real time ==> 6839.96%
Which leaves quite some buffer to emulate even complex mixing and filtering stages in real-time :-)

- netlist construction now is relying on fully qualified names, i.e. the name of a netlist object now starts with the netlist name. This is a first step towards supporting netlist models, i.e. netlists which can be used as a macro model. Very handy for opamps ... - Changed log file filename format. - Support analog net groups of up to 256 nets (i.e. Voltages).